Function rin::gl::image_based_light::equirectangular_to_cubemap_allocate_levels[][src]

pub fn equirectangular_to_cubemap_allocate_levels(
    map: &Texture,
    size: u32,
    color_format: ColorFormat,
    gl: &Renderer<'_, Screen>
) -> CubeMap

Convert a texture containing an equirectangular environment map into a cubemap

The resulting cubemap will have memory allocated for all the possible mip levels